AL LO Dale Laketown

Dale and Laketown

Weapon Special Strikes

Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Bard the Bowman, Girion’s Heir
Bard the Bowman
Girion, Lord of the Dale
Master of Laketown
Alfrid The Councillor
Lake-Town Militia Captain
Lake-Town Guard Captain
Captain of Dale
Lake-town Militia
Lake-Town Guard
Warrior of Dale

Allies:

Minas Tirith Fiefdoms Rohan Arnor and Gray Company Numenor Eregion and Rivendell Lothlorien and Mirkwood Durin's Folk White Council Shire Fellowship Wanderers in the Wild Thorin's Company Army of Thror Dale and Laketown Thranduil's Halls
Dale & Laketown                                


HEROES

Bard the Bowman, Girion’s Heir (Man) Point value: 150

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bard the Bowman, Girion’s Heir 5/3+ 4 4 3 3 6 3 3 3

Wargear:

Great bow (S4, 24”) and sword.

Special Rules:

The Black Arrow - Once per game, Bard the Bowman, Girion’s Heir can fire his Black Arrow instead of shooting the Windlance or bow normally. If you choose to do so, declare that he is firing his Black Arrow before rolling To Hit. When shooting the Black Arrow, Bard the Bowman, Girion’s Heir re-rolls a failed To Hit roll and any failed In The Way tests. Furthermore, do not roll on the Scatter table when firing the Black Arrow – a successful To Hit roll against a Battlefield target automatically counts as a Dead On! result.

Rapid Fire: If Bard the Bowman hits a target with a bow shooting attack, he may take another shot at a target within 3’’ of it (it may even be the same target). If that shot is also a hit, he may shoot again – to a maximum of three shots is total.

Savior of Lake-town - Bard the Bowman, Girion’s Heir’s Stand Fast! rule has a range of 12". Furthermore, all Laketown Militia and Lake-town Militia Captains within 12" of Bard the Bowman, Girion’s Heir receive a +1 bonus to their Fight value and count as being in range of a banner.

Great Commander (Lake-Town Militia): This Hero’s warband model limit is 18 rather than 12 warriors (only Lake Town Militia). The army may contain only one warband of that size.

Options:

The Windlance

A powerful, Dwarf-forged relic of Dale, City of Men, this war engine launches barbed spears at its targets, and is cleverly designed so that a single man can operate it.

Strength Defence Batter Points
Windlance 10 10 3

Superior Construction: This engine has a range 60” rather than 48”.

Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających. We wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej do gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z kolejnością rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.

Bard the Bowman, Girion’s Heir counts as the Siege Engine’s only crew. Note that this means that he cannot move the Windlance, though unlike normal crew, he can choose to move more than 6" away from it even if it has not yet been destroyed.

Bard the Bowman (Man) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bard the Bowman 5/3+ 4 4 3 3 6 3 2 2

Wargear:

Great bow (S4, 24”) and dagger.

Special Rules:

Rapid Fire, The Black Arrow – see above.

Girion, Lord of Dale (Man) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Girion, Lord of the Dale 5/3+ 4 5 2 2 5 2 2 1

Wargear:

Armour and sword.

Special Rules:

Dead-eye Shot: When targeting an enemy model with the Flay special rule, Girion Lord of Dale may re-roll the dice To Hit and To Wound with any missile weapon.

Great Commander (Warrior of Dale): This Hero’s warband model limit is 18 rather than 12 warriors (only Warrior of Dale). The army may contain only one warband of that size.

Options:


Master of Laketown (Man) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Master of Laketown 4/4+ 4 4 2 2 4 2 2 2

Wargear:

Sword.

Special Rules:

Moneybags: The Master of Laketwon can choose to expend a single point of Might at the start of the Fight phase. If he does so, any Laketown Guard Captains or Laketown Guard within 6’’ receive a bonus of +1 to their Fight value until the end of the phase.

Dragon-sickness: At the start of the game, your enemy may select a single Hero to be the bearer of a large sum of gold. If the Master o Laketown is ever in base contact with the bearer at the end of a Move phase, he must pass a Courage test or be removed as if he had just lost his last Wound.

Alfred the councillor (Man) Point value: 20

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Alfrid The Councillor 3/3+ 3 3 1 1 3 - 3 1

Wargear:

Alfred the councillor is unarmed.

Special Rules:

Dubious Counsel: Alfred the Councillor can choose to expend any number of Will points at the start of the Priority phase, before any dice are rolled. Ford each point of Will he expends, he may nominate a single friendly Hero within 6’’ and roll a D6. On a roll of 2-5, the nominated Hero gains a point of Might. On the roll of a 6 the nominated Hero instead gains D3 points of Might. On the roll of a 1. however, the nominated Hero instead loses D3 points of Might and Alfred the Councillor gains a point of Might. Might gained in this way can take the chosen Hero’s store of Might points beyond its initial level.

COMMANDERS

Lake-town Militia Captain (Man) Point value: 40

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Lake-Town Militia Captain 3/4+ 4 5 2 2 4 2 1 1

Wargear:

Armour and spear.

Options:

Lake-town Guard Captain (Man) Point value: 40

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Lake-Town Guard Captain 4/4+ 4 5 2 2 3 2 1 1

Wargear:

Armour and sword.

Captain of Dale (Man) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Captain of Dale 5/4+ 4 5 2 2 4 2 1 1

Wargear:

Armour and sword.

Options:


WARRIORS

Lake-town Militia (Man) Point value: 5

Fight Strength Defence Attack Wounds Courage Movement
Lake-Town Militia 2/4+ 3 4 1 1 3

Wargear:

Armour.

Options:

Laketown Guard (Man) Point value: 5

Fight Strength Defence Attack Wounds Courage Movement
Laketown Guard 3/4+ 3 4 1 1 2

Wargear:

Armour.

Options:

WARRIOR OF DALE (Man) Point value: 7

Fight Strength Defence Attack Wounds Courage Movement
Warrior of Dale 4/4+ 3 4 1 1 3 6”

Wargear:

Armour.

Options:


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